src/platform/qt/ShaderSelector.cpp (view raw)
1/* Copyright (c) 2013-2015 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "ShaderSelector.h"
7
8#include "Display.h"
9#include "GBAApp.h"
10#include "VFileDevice.h"
11
12#include <QCheckBox>
13#include <QDoubleSpinBox>
14#include <QFormLayout>
15#include <QGridLayout>
16#include <QSpinBox>
17
18extern "C" {
19#include "platform/video-backend.h"
20
21#if !defined(_WIN32) || defined(USE_EPOXY)
22#include "platform/opengl/gles2.h"
23#endif
24}
25
26using namespace QGBA;
27
28ShaderSelector::ShaderSelector(Display* display, QWidget* parent)
29 : QDialog(parent)
30 , m_display(display)
31{
32 m_ui.setupUi(this);
33
34 refreshShaders();
35
36 connect(m_ui.load, SIGNAL(clicked()), this, SLOT(selectShader()));
37 connect(m_ui.unload, SIGNAL(clicked()), this, SLOT(clearShader()));
38}
39
40ShaderSelector::~ShaderSelector() {
41 clear();
42}
43
44void ShaderSelector::clear() {
45 m_ui.shaderName->setText(tr("No shader active"));
46 m_ui.description->clear();
47 m_ui.author->clear();
48
49 while (QWidget* page = m_ui.passes->widget(0)) {
50 m_ui.passes->removeTab(0);
51 delete page;
52 }
53}
54
55void ShaderSelector::selectShader() {
56 QFileDialog *dialog = GBAApp::app()->getOpenFileDialog(nullptr, tr("Load shader"), tr("%1 Shader (%.shader)").arg(projectName));
57 dialog->setFileMode(QFileDialog::Directory);
58 dialog->exec();
59 QStringList names = dialog->selectedFiles();
60 if (names.count() == 1) {
61 loadShader(names[0]);
62 }
63 delete dialog;
64 refreshShaders();
65}
66
67void ShaderSelector::loadShader(const QString& path) {
68 VDir* shader = VFileDevice::openDir(path);
69 if (!shader) {
70 shader = VFileDevice::openArchive(path);
71 }
72 if (!shader) {
73 return;
74 }
75 m_display->setShaders(shader);
76 shader->close(shader);
77 // TODO: Config
78}
79
80void ShaderSelector::clearShader() {
81 m_display->clearShaders();
82 refreshShaders();
83 // TODO: Config
84}
85
86void ShaderSelector::refreshShaders() {
87 clear();
88 m_shaders = m_display->shaders();
89 if (!m_shaders) {
90 return;
91 }
92 if (m_shaders->name) {
93 m_ui.shaderName->setText(m_shaders->name);
94 } else {
95 m_ui.shaderName->setText(tr("No shader loaded"));
96 }
97 if (m_shaders->description) {
98 m_ui.description->setText(m_shaders->description);
99 } else {
100 m_ui.description->clear();
101 }
102 if (m_shaders->author) {
103 m_ui.author->setText(tr("by %1").arg(m_shaders->author));
104 } else {
105 m_ui.author->clear();
106 }
107
108#if !defined(_WIN32) || defined(USE_EPOXY)
109 m_ui.passes->addTab(makePage(static_cast<GBAGLES2Shader*>(m_shaders->preprocessShader)), tr("Preprocessing"));
110 GBAGLES2Shader* shaders = static_cast<GBAGLES2Shader*>(m_shaders->passes);
111 for (size_t p = 0; p < m_shaders->nPasses; ++p) {
112 QWidget* page = makePage(&shaders[p]);
113 if (page) {
114 m_ui.passes->addTab(page, tr("Pass %1").arg(p + 1));
115 }
116 }
117#endif
118}
119
120void ShaderSelector::addUniform(QGridLayout* settings, float* value, float min, float max, int y, int x) {
121 QDoubleSpinBox* f = new QDoubleSpinBox;
122 f->setDecimals(3);
123 if (min < max) {
124 f->setMinimum(min);
125 f->setMaximum(max);
126 }
127 f->setValue(*value);
128 f->setSingleStep(0.001);
129 f->setAccelerated(true);
130 settings->addWidget(f, y, x);
131 connect(f, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [value](double v) {
132 *value = v;
133 // TODO: Config
134 });
135}
136
137void ShaderSelector::addUniform(QGridLayout* settings, int* value, int min, int max, int y, int x) {
138 QSpinBox* i = new QSpinBox;
139 if (min < max) {
140 i->setMinimum(min);
141 i->setMaximum(max);
142 }
143 i->setValue(*value);
144 i->setSingleStep(1);
145 i->setAccelerated(true);
146 settings->addWidget(i, y, x);
147 connect(i, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged), [value](int v) {
148 *value = v;
149 // TODO: Config
150 });
151}
152
153QWidget* ShaderSelector::makePage(GBAGLES2Shader* shader) {
154 if (!shader->nUniforms) {
155 return nullptr;
156 }
157 QWidget* page = new QWidget;
158 QFormLayout* layout = new QFormLayout;
159 page->setLayout(layout);
160 for (size_t u = 0 ; u < shader->nUniforms; ++u) {
161 QGridLayout* settings = new QGridLayout;
162 GBAGLES2Uniform* uniform = &shader->uniforms[u];
163 switch (uniform->type) {
164 case GL_FLOAT:
165 addUniform(settings, &uniform->value.f, uniform->min.f, uniform->max.f, 0, 0);
166 break;
167 case GL_FLOAT_VEC2:
168 addUniform(settings, &uniform->value.fvec2[0], uniform->min.fvec2[0], uniform->max.fvec2[0], 0, 0);
169 addUniform(settings, &uniform->value.fvec2[1], uniform->min.fvec2[1], uniform->max.fvec2[1], 0, 1);
170 break;
171 case GL_FLOAT_VEC3:
172 addUniform(settings, &uniform->value.fvec3[0], uniform->min.fvec3[0], uniform->max.fvec3[0], 0, 0);
173 addUniform(settings, &uniform->value.fvec3[1], uniform->min.fvec3[1], uniform->max.fvec3[1], 0, 1);
174 addUniform(settings, &uniform->value.fvec3[2], uniform->min.fvec3[2], uniform->max.fvec3[2], 0, 2);
175 break;
176 case GL_FLOAT_VEC4:
177 addUniform(settings, &uniform->value.fvec4[0], uniform->min.fvec4[0], uniform->max.fvec4[0], 0, 0);
178 addUniform(settings, &uniform->value.fvec4[1], uniform->min.fvec4[1], uniform->max.fvec4[1], 0, 1);
179 addUniform(settings, &uniform->value.fvec4[2], uniform->min.fvec4[2], uniform->max.fvec4[2], 0, 2);
180 addUniform(settings, &uniform->value.fvec4[3], uniform->min.fvec4[3], uniform->max.fvec4[3], 0, 3);
181 break;
182 case GL_INT:
183 addUniform(settings, &uniform->value.i, uniform->min.i, uniform->max.i, 0, 0);
184 break;
185 case GL_INT_VEC2:
186 addUniform(settings, &uniform->value.ivec2[0], uniform->min.ivec2[0], uniform->max.ivec2[0], 0, 0);
187 addUniform(settings, &uniform->value.ivec2[1], uniform->min.ivec2[1], uniform->max.ivec2[1], 0, 1);
188 break;
189 case GL_INT_VEC3:
190 addUniform(settings, &uniform->value.ivec3[0], uniform->min.ivec3[0], uniform->max.ivec3[0], 0, 0);
191 addUniform(settings, &uniform->value.ivec3[1], uniform->min.ivec3[1], uniform->max.ivec3[1], 0, 1);
192 addUniform(settings, &uniform->value.ivec3[2], uniform->min.ivec3[2], uniform->max.ivec3[2], 0, 2);
193 break;
194 case GL_INT_VEC4:
195 addUniform(settings, &uniform->value.ivec4[0], uniform->min.ivec4[0], uniform->max.ivec4[0], 0, 0);
196 addUniform(settings, &uniform->value.ivec4[1], uniform->min.ivec4[1], uniform->max.ivec4[1], 0, 1);
197 addUniform(settings, &uniform->value.ivec4[2], uniform->min.ivec4[2], uniform->max.ivec4[2], 0, 2);
198 addUniform(settings, &uniform->value.ivec4[3], uniform->min.ivec4[3], uniform->max.ivec4[3], 0, 3);
199 break;
200 }
201 layout->addRow(shader->uniforms[u].readableName, settings);
202 }
203 return page;
204}